Gamificación en cursos de inglés B1–B2: motivación, persistencia y logros

Authors

DOI:

https://doi.org/10.55204/trc.v5i2.e548

Keywords:

Gamificación; aprendizaje del inglés; motivación académica; persistencia; logros lingüísticos; inglés B1–B2; enseñanza de lenguas; revisión sistemática.

Abstract

This article analyzes the scientific evidence on the impact of gamification on motivation, persistence, and linguistic achievement among B1–B2 English learners. A systematic qualitative literature review was conducted based on 22 studies published between 2015 and 2024 in databases such as Scopus, Web of Science, ERIC, and ScienceDirect. After applying selection and quality assessment criteria, 20 high-relevance studies were included in the final analysis. The findings indicate that gamification enhances both intrinsic and extrinsic motivation when elements such as immediate feedback, levels, badges, missions, and collaborative dynamics are implemented. Furthermore, particularly in repetitive tasks and in intermediate stages where motivation typically declines. Regarding linguistic outcomes, gamification shows consistent benefits in vocabulary acquisition, reading comprehension, and basic oral production, while results in grammar learning remain mixed. Overall, gamification emerges as an effective pedagogical approach for B1–B2 learners, provided it is applied through a coherent instructional design aligned with communicative objectives and supported by meaningful learning principles.

Downloads

Download data is not yet available.

References

Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235–254. https://doi.org/10.1016/j.chb.2017.10.001

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.

Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.

Deci, E. L., Koestner, R., & Ryan, R. M. (1999). Meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040

Dörnyei, Z. (2019). Psychology of the language learner revisited. Routledge.

Dörnyei, Z., & Ushioda, E. (2021). Teaching and researching motivation (3rd ed.). Routledge.

García-Sánchez, S., Escribano, F., & Escudero-Nahón, A. (2023). Gamification in language learning: A systematic review. Computer Assisted Language Learning, 36(5), 825–847. https://doi.org/10.1080/09588221.2021.1891860

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies. In 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377

Hidayati, U., & Saputra, R. (2020). The effects of gamification on vocabulary mastery. Journal of Language Teaching and Research, 11(2), 302–308. https://doi.org/10.17507/jltr.1102.12

Hussein, M. (2019). Gamification for enhancing EFL learners’ grammar performance. International Journal of Learning, Teaching and Educational Research, 18(9), 111–126.

Jeong, H., Park, S., & Song, Y. (2020). The effects of gamified activities on EFL learners’ vocabulary learning. ReCALL, 32(3), 324–343. https://doi.org/10.1017/S0958344020000056

Kapp, K. M. (2012). The gamification of learning and instruction. Pfeiffer.

Kitchenham, B., & Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. University of Durham.

Lo, C. K., & Hew, K. F. (2020). A critical review of flipped classroom challenges in K–12 education: Possible solutions and future directions. Research and Practice in Technology Enhanced Learning, 15(1). (Incluye evidencia sobre motivación y gamificación).

Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71, 450–454. https://doi.org/10.1016/j.chb.2016.11.062

Nevin, A., Gagné, A., & AuCoin, A. (2021). Gamified oral tasks and motivation in EFL contexts. Language Teaching Research. https://doi.org/10.1177/1362168821993015

Okoli, C. (2015). A guide to conducting a standalone systematic literature review. Communications of the Association for Information Systems, 37(1), 879–910.

Rahman, F., & Yuniarti, E. (2021). Gamification-based speaking activities to improve students’ fluency. TESOL International Journal, 16(1), 112–129.

Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learning. Language Learning & Technology, 19(2), 52–74.

Sánchez-Mena, A., & Martí-Parreño, J. (2017). Drivers and barriers to adopting gamification: Teachers’ perspectives. Electronic Journal of e-Learning, 15(5), 434–443.

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006

Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333–339.

Su, C. Y., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286.

Vee, D., Ray, P., & Suh, A. (2022). Gamification and learner engagement in language MOOCs: A systematic review. Computers & Education, 188, 104585. https://doi.org/10.1016/j.compedu.2022.104585

Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.

Yildirim, İ. (2017). The effects of gamification-based teaching practices on student achievement and attitudes. Educational Research and Reviews, 12(17), 867–882.

Downloads

Published

2025-11-17

Issue

Section

Original Research Articles

How to Cite

Fernández Cando, D. A. (2025). Gamificación en cursos de inglés B1–B2: motivación, persistencia y logros. Tesla Revista Científica, 5(2), e548. https://doi.org/10.55204/trc.v5i2.e548